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falchen

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Everything posted by falchen

  1. Since the bonus constitution gives is a percentage from your base ammount classes who already have low con/end will loose little, on the other hand classes who already have high con/end don't really need a boost. Taking it to 3 might be too much but 8-9 is definitely manageable.
  2. Stealth - could give everyone a point or two so you can position before a fight, but can get by fine without any points in this too, since stealth is party based one character with a lot in this isn't as usefull as enemies would just spot the rest of the party aproaching anyway. Athletics - must have, lets you go longer without resting, 2 points minumum for everyone, 3-4 is optimal. There are some skill challenges (climbing, breaking walls, etc) which need more so have one character invest in this more heavilly. Lore - get this on a character if you want them to be able to use scrolls, points on the main character will unlock conversation options on occasion. Mechanics - another must have but only need this on one character, but get a lot for unlocking and traps, but this is also used to spot hidden treasure containers while scouting. Survival - hasn't come up yet on my playthrough even though Sagani has 8 points in it, might unlock conversation options like lore does if main character has it.
  3. Cyphers are amazing and (in my opinion) more fun, give them a gun instead of going into meele though, particularly blunderbuss with the draining whip talent will give them enough focus for several spells with each shot. Cyphers also seem to get additional conversation options on ocasion, in one case this impacted a quest outcome in a rather significant way. Chanters passive buffs are not very significant and their invocations don't come into play often enough, so for the most part you are left with a mediocre fighter with no actuall fighter abilities. You also get a decent chanter companion early on, so there is little point in being one yourself, while the cypher companion comes later and has really bad stats.
  4. So the damage an ability shows is the full damage it will cause over the duration rather than the damage it will cause per tick?
  5. Topic. Preferably I'd like an example, if ability says it does 30 damage over 10 seconds, when does it tick, and for how much?
  6. Cypher spells lose their intelligence boost to the effect area. You have to right click the spell icon to bring this back for each spell after every load.
  7. Can't use Sagani's Marked Prey ability as it is displaying "already activated", guess the game thinks I already used it. Changing maps, resting, dismissing her, saving or reloading did not help.
  8. Sagani's pet stats: Might 10, Con 8, Dex 15, Per 15, Int 5, Res 12, dunno what they were before.
  9. Yea, expect for Grieving mother the stats are fine now I'd say. Only talents left to fix.
  10. Eder already wasn't terible but a few extra defense points help, as does Int for Durance, he's a buffer/debuffer so what else would he need? Sagani, Grieving Mother and Hiravias needed changes the most so I'm crossing my fingers for what they got.
  11. Some folks are saying their Aloth and Eder's stats are diferent on a new playthrough so looks like there's more after all.
  12. Quick check of the companions after patch, Pallegina's negative DR is fixed and she moved one point from Perception to Resolve, and Sagani has two points from Con moved to Dex. Don't think anyone else has been changed at first glance, particularly Hiravias and Grieving still got their low int and might scores respectively.
  13. Once the patch hits I'm planning to run with PC (cypher) Eder (fighter) Durance (priest) Aloth (wizard) Kana (chanter) and Pallegina (paladin).
  14. You can take a talent to give your shape an elemental attack and peasant weapon focus works as the attack is considered unarmed, dual weapons might work but not sure about that one. Actually scaling the shapes is currently imposible because of the way abilities are implemented they would have to create a completely new ability for each stage, so extra 72 abilities in total. They could scale it well enough, +1 Accuracy and + x.04 damage / level or something, which would be +12 and x1.48 damage The best quality enchant gives +12 Accuracy x1.45 damage IIRC. No this is a technical issue, dev explained it on another forum. They can't just make an ability improve as it levels, they would need to create a separate enty for druid bear shape, level 1, druid bear shape, level 2 and so on... for all shapes and levels. They want a system that would let them scale shapes easier but that takes resources so it's something they'll tackle later.
  15. You can take a talent to give your shape an elemental attack and peasant weapon focus works as the attack is considered unarmed, dual weapons might work but not sure about that one. Actually scaling the shapes is currently imposible because of the way abilities are implemented they would have to create a completely new ability for each stage, so extra 72 abilities in total.
  16. Why not use a paladin and a fighter? Fighters are the best straightup tanks hands down but a paladin (or even a chanter) have other abilities with which to contribute.
  17. Priests are great, though one of the early companions you can get is an allright priest so you might not necesary need to be one yourself. I'd suggest a cypher, or maybe druid, int is a good stat for their spells, and the druid and cypher companions you get are kind of rubbish and only avaliable a bit later in the game.
  18. Shapeshifting is really only good for flavor, can be usefull early on or to give you a slight boost if someone runs past your tanks but it doesn't scale well or last long enough to frontline. Druids are spellcasters, pretty good ones though.
  19. I am a fan of obsisian and pillars but let's not kid ourselves, these bugs are not minor. I do consider ability loss on equipment switching, save bloating, persistant buffs/debufs and the game crashing gamebreaking, won't touch the game again untill these are fixed.
  20. Unfortunately that mod changes a lot of other things I don't care for in the least, and I've heard it can bug up the character.
  21. Yea something simple like this would be ideal, those stats are much more workable without being min maxed. Add them joining at level 1 so Durance and Hiravias don't waste their talents and it's perfect.
  22. Inteligence absolutely does affect carnage, that's a core concept of the barbarian class, it's even listed as an important stat for them. Con is mostly a dump stat, even for tanks. Since the benefit it gives is percentual only classes with high base endurance would really benefit, but ironicaly classes with high base endurance rarely need more.
  23. Hiravias wastes his feats on extra spell (they'll eventually turn per encounter anyway) and weapon focus peasant (presumably to use when spiritshifted, but spiritshifting doesn't scale), and while his spells have decent aoe even without int you won't get a friendly fire safe zone. Grieving mother doesn't have either int or might, but since cypher spells are so good she'll manage to contribute anyway. Both have awfull stats for their class, but since druid and cypher have such strong spells either will do fine. Kana, Eder and Pallegina seem allright, Durance is fine on account of being a priest.
  24. That only works if you go by what the attribute is called rather than what it really does. If the attributes worked the same but were instead called, say: power, health, speed, dodge, magic, evade, would you still argue they are alright? Or from another direction, there's no logical reason why being more intelligent would makes a priest's spells last longer, rather than getting that from being mighty or resolute. The relation between attributes and their effects is arbitrary.
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